Hi Nick, Thanks that will help. I'll have a look at it.
Cheers. Kim. On 28 January 2010 13:09, Trajce Nikolov <[email protected]> wrote: > you can reproduce this problem in osgExample by adding the following line > into comment > //viewer.setUpViewInWindow( 0,0,1280,1024, 0 ); > > looks like osgOcean creates it's own view > > Nick > > http://www.linkedin.com/in/tnick > > > On Thu, Jan 28, 2010 at 11:28 AM, Kim Bale <[email protected]> wrote: > >> Hi Nick, >> >> Presumably in the oceanExample you do not see this problem. >> >> Are you getting any shader errors on the console? >> >> Kim. >> >> >> On 27 January 2010 13:06, Trajce Nikolov <[email protected]>wrote: >> >>> when setting these to true >>> mOceanScene->enableUnderwaterDOF(false); >>> mOceanScene->enableDistortion(false); >>> mOceanScene->enableGlare(false); >>> >>> I get the one with the black quad on the screen >>> >>> When false, I get normal image >>> >>> Nick >>> >>> http://www.linkedin.com/in/tnick >>> >>> >>> On Wed, Jan 27, 2010 at 12:11 PM, Trajce Nikolov < >>> [email protected]> wrote: >>> >>>> let me do some screen shots to tell you what I mean >>>> >>>> Nick >>>> >>>> http://www.linkedin.com/in/tnick >>>> >>>> >>>> On Wed, Jan 27, 2010 at 12:06 PM, Kim Bale <[email protected]>wrote: >>>> >>>>> You mean the post render effects don't fill the screen? >>>>> >>>>> Have you tried setting the screen size using the setter on OceanScene? >>>>> That should resize the size of the framebuffers to fill the window. >>>>> >>>>> Kim. >>>>> >>>>> >>>>> 2010/1/27 Trajce Nikolov <[email protected]> >>>>> >>>>>> Hi Kim, >>>>>> >>>>>> when I load ocean scene, it shows up in a "View in a window" mode, and >>>>>> you had to specify the size for the god rays or such, dont remember the >>>>>> details now. Do you know what I mean ? >>>>>> >>>>>> Nick >>>>>> >>>>>> http://www.linkedin.com/in/tnick >>>>>> >>>>>> >>>>>> On Wed, Jan 27, 2010 at 11:49 AM, Kim Bale <[email protected]>wrote: >>>>>> >>>>>>> Hi Nick, >>>>>>> >>>>>>> I'm not sure what you mean by "it's own viewer" could you expand? >>>>>>> >>>>>>> Cheers. >>>>>>> >>>>>>> Kim. >>>>>>> >>>>>>> 2010/1/27 Trajce Nikolov <[email protected]> >>>>>>> >>>>>>> I would like to jump into this discussion with few other "request". >>>>>>>> As is implemented now, it has its own viewer. To make it work in my >>>>>>>> defined >>>>>>>> viewer, I had to switch off distorsion, glare and underwaterdof. Would >>>>>>>> be >>>>>>>> nice if these works as well with a given viewer >>>>>>>> >>>>>>>> Nick >>>>>>>> >>>>>>>> http://www.linkedin.com/in/tnick >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> On Wed, Jan 27, 2010 at 11:42 AM, Kim Bale >>>>>>>> <[email protected]>wrote: >>>>>>>> >>>>>>>>> Hi Paul, >>>>>>>>> >>>>>>>>> The reason why both front and back facing polys are rendered is >>>>>>>>> because the waves have an average height of zero so if you're at that >>>>>>>>> height >>>>>>>>> you usually able to see both front facing and back facing wave polys. >>>>>>>>> This >>>>>>>>> was done a while back before a lot of the effects were added. It's >>>>>>>>> probably >>>>>>>>> not necessary any more since a lot of the under/over water effects >>>>>>>>> use this >>>>>>>>> height to decide which of the effects set should be turned on (above >>>>>>>>> or >>>>>>>>> below effects). So there isn't really a partially submerged state any >>>>>>>>> more. >>>>>>>>> >>>>>>>>> However, what is slightly worrying is that you are seeing back >>>>>>>>> facing polys above water. This suggests broken polys on the surface. I >>>>>>>>> rewrote the code for tessellating the surface a while ago, but haven't >>>>>>>>> managed to add it to the library yet. It will get added I just can't >>>>>>>>> say >>>>>>>>> when at the moment. Hopefully disabling back face culling is >>>>>>>>> sufficient for >>>>>>>>> you application. >>>>>>>>> >>>>>>>>> Regards, >>>>>>>>> >>>>>>>>> Kim. >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> 2010/1/15 Paul Palumbo <[email protected]> >>>>>>>>> >>>>>>>>> Okay... Now that I'm understanding more of the code lately, maybe >>>>>>>>>> that wasn't the best of images to reference. >>>>>>>>>> >>>>>>>>>> However, I'm seeing exactly the same black dots in the image when >>>>>>>>>> I use the standard oceanExample case with its sky dome and viewing >>>>>>>>>> above the >>>>>>>>>> ocean surface. When I turn on back face culling, I do not see the >>>>>>>>>> black >>>>>>>>>> dots. >>>>>>>>>> >>>>>>>>>> What does it mean to have back facing polygons when above the >>>>>>>>>> ocean surface? I can understand this when you are under the ocean >>>>>>>>>> surface >>>>>>>>>> but above. >>>>>>>>>> >>>>>>>>>> Paul P. >>>>>>>>>> >>>>>>>>>> ------------------ >>>>>>>>>> Read this topic online here: >>>>>>>>>> http://forum.openscenegraph.org/viewtopic.php?p=22689#22689 >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> osg-users mailing list >>>>>>>>>> [email protected] >>>>>>>>>> >>>>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> osg-users mailing list >>>>>>>>> [email protected] >>>>>>>>> >>>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> osg-users mailing list >>>>>>>> [email protected] >>>>>>>> >>>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>>>>> >>>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> osg-users mailing list >>>>>>> [email protected] >>>>>>> >>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>>>> >>>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> osg-users mailing list >>>>>> [email protected] >>>>>> >>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>>> >>>>>> >>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> [email protected] >>>>> >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>> >>>>> >>>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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